/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali-toolkit/dali-toolkit.h>
#include <dali/devel-api/scripting/scripting.h>
-#include <dali/devel-api/rendering/renderer.h>
+#include <dali/public-api/rendering/renderer.h>
#include <test-native-image.h>
#include <sstream>
int destFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
int srcFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
- DALI_TEST_CHECK( srcFactorRgb == BlendingFactor::ONE );
- DALI_TEST_CHECK( destFactorRgb == BlendingFactor::ONE_MINUS_SRC_ALPHA );
- DALI_TEST_CHECK( srcFactorAlpha == BlendingFactor::ONE );
- DALI_TEST_CHECK( destFactorAlpha == BlendingFactor::ONE );
+ DALI_TEST_CHECK( srcFactorRgb == BlendFactor::ONE );
+ DALI_TEST_CHECK( destFactorRgb == BlendFactor::ONE_MINUS_SRC_ALPHA );
+ DALI_TEST_CHECK( srcFactorAlpha == BlendFactor::ONE );
+ DALI_TEST_CHECK( destFactorAlpha == BlendFactor::ONE );
value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
DALI_TEST_CHECK( value.Get( enable ) );
END_TEST;
}
-int UtcDaliImageViewAsyncLoadingWithAltasing(void)
+int UtcDaliImageViewAsyncLoadingWithAtlasing(void)
{
ToolkitTestApplication application;
// By default, Aysnc loading is used
// loading is not started if the actor is offStage
- BitmapLoader loader = BitmapLoader::GetLatestCreated();
- DALI_TEST_CHECK( !loader );
Stage::GetCurrent().Add( imageView );
application.SendNotification();
application.Render(16);
application.SendNotification();
- // loading started
- loader = BitmapLoader::GetLatestCreated();
- DALI_TEST_CHECK( loader );
-
- // worker thread is created
- EventThreadCallback* eventTrigger = EventThreadCallback::Get();
- DALI_TEST_CHECK( eventTrigger );
-
- loader.WaitForLoading();// waiting until the image to be loaded
- DALI_TEST_CHECK( loader.IsLoaded() );
-
- CallbackBase* callback = eventTrigger->GetCallback();
- CallbackBase::Execute( *callback );
+ // loading started, this waits for the loader thread for max 30 seconds
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
application.SendNotification();
application.Render(16);
// Sync loading, no atlasing for big size image
{
- ImageView imageView = ImageView::New( gImage_600_RGB );
+ ImageView imageView = ImageView::New();
// Sync loading is used
+ syncLoadingMap[ ImageVisual::Property::URL ] = gImage_600_RGB;
imageView.SetProperty( ImageView::Property::IMAGE, syncLoadingMap );
// BitmapLoader is used, and the loading is started immediately even the actor is not on stage.
ImageView imageView = ImageView::New( );
// Sync loading is used
- syncLoadingMap[ "url" ] = gImage_34_RGBA;
- syncLoadingMap[ "desiredHeight" ] = 34;
- syncLoadingMap[ "desiredWidth" ] = 34;
+ syncLoadingMap[ ImageVisual::Property::URL ] = gImage_34_RGBA;
+ syncLoadingMap[ ImageVisual::Property::DESIRED_HEIGHT ] = 34;
+ syncLoadingMap[ ImageVisual::Property::DESIRED_WIDTH ] = 34;
imageView.SetProperty( ImageView::Property::IMAGE, syncLoadingMap );
// loading is started even if the actor is offStage
customShader.Insert( "hints", shaderHints );
Property::Map map;
- map.Insert( "rendererType", "image" );
map.Insert( "shader", customShader );
TestNativeImagePointer nativeImageInterface = TestNativeImage::New( width, height );
imageView.SetProperty( ImageView::Property::IMAGE, map );
Stage::GetCurrent().Add( imageView );
- imageView.SetProperty( ImageView::Property::IMAGE, map );
-
TestGlAbstraction& gl = application.GetGlAbstraction();
gl.EnableTextureCallTrace( true );
customShader.Insert( "hints", shaderHints );
Property::Map map;
- map.Insert( "rendererType", "image" );
map.Insert( "shader", customShader );
BufferImage image = CreateBufferImage( width, height, Color::WHITE );
imageView.SetProperty( ImageView::Property::IMAGE, map );
Stage::GetCurrent().Add( imageView );
- imageView.SetProperty( ImageView::Property::IMAGE, map );
-
TestGlAbstraction& gl = application.GetGlAbstraction();
gl.EnableTextureCallTrace( true );